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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace MeshCombineStudio
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{
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// This script needs to be attached to a GameObject in the loaded scene, which is the parent of the children to be combined.
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// This can be done using the RequireComponentAttribute - for example, with NatureManufacture's WorldStreamer,
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// this can be added to the ObjectsInSceneParent scripts automatically as follows:
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// [RequireComponent(typeof(StreamedSceneCombiner))]
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// public class ObjectsInSceneParent : MonoBehaviour {
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// // ... rest of code here
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//
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public class StreamedSceneCombiner : MonoBehaviour
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{
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void Start()
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{
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// The rootScene is the scene that loads and unloads other scenes (usually as the player moves)
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var rootScene = SceneManager.GetActiveScene();
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foreach (var gameObject in rootScene.GetRootGameObjects())
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{
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// find the RootSceneCombiner in the rootScene (there should be only one!)
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if (gameObject.TryGetComponent<RootSceneCombiner>(out var rootSceneCombiner) &&
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rootSceneCombiner.MCSGameObject != null &&
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rootSceneCombiner.MCSGameObject.TryGetComponent<MeshCombiner>(out var _))
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{
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// clone the MCS GameObject from the rootScene and make it a child of this GameObject's parent
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var mcsGameObject = Instantiate(rootSceneCombiner.MCSGameObject, this.transform.parent);
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var meshCombiner = mcsGameObject.GetComponent<MeshCombiner>();
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// set the parentGOs to this GameObject - this will cause the MeshCombiner to combine the children of this GameObject
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meshCombiner.searchOptions.parentGOs = new GameObject[] { this.gameObject };
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// finally, combine the children of this GameObject
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meshCombiner.CombineAll();
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break;
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}
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}
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}
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}
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}
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